#pragma once
#include "interfaces.h"
#include "AssetData.h"
#include "Geometry.h"
#include "RandomEngine.h"
#include "ComponentData.h"
class RenderData : public ComponentData // this is something like a prefab
{
public:
	RenderData() {}
	~RenderData() {}
	
	static const AssetType m_RenderDataType;

	virtual const AssetType & GetAssetType()
	{
		return m_RenderDataType;
	}

	virtual bool Restore();
	virtual bool Release();

	virtual ActorComponentPtr CreateComponent(ActorPtr Owner);

	//this render cmp actualyl care bout mesh and material to use.
	AssetDataPtr	m_Mesh;
	AssetDataPtr	m_pMaterial;
};
